@luma.gl/engine 9.0.0-alpha.9 → 9.0.0-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (191) hide show
  1. package/LICENSE +3 -1
  2. package/dist/animation/key-frames.d.ts +1 -1
  3. package/dist/animation/key-frames.d.ts.map +1 -1
  4. package/dist/animation/key-frames.js +6 -27
  5. package/dist/animation/key-frames.js.map +1 -1
  6. package/dist/animation/timeline.d.ts +8 -8
  7. package/dist/animation/timeline.d.ts.map +1 -1
  8. package/dist/animation/timeline.js +18 -49
  9. package/dist/animation/timeline.js.map +1 -1
  10. package/dist/animation-loop/animation-loop-template.d.ts +23 -0
  11. package/dist/animation-loop/animation-loop-template.d.ts.map +1 -0
  12. package/dist/animation-loop/animation-loop-template.js +7 -0
  13. package/dist/animation-loop/animation-loop-template.js.map +1 -0
  14. package/dist/{lib → animation-loop}/animation-loop.d.ts +30 -22
  15. package/dist/animation-loop/animation-loop.d.ts.map +1 -0
  16. package/dist/{lib → animation-loop}/animation-loop.js +77 -192
  17. package/dist/animation-loop/animation-loop.js.map +1 -0
  18. package/dist/{lib → animation-loop}/animation-props.d.ts +2 -3
  19. package/dist/animation-loop/animation-props.d.ts.map +1 -0
  20. package/dist/animation-loop/animation-props.js.map +1 -0
  21. package/dist/animation-loop/make-animation-loop.d.ts +6 -0
  22. package/dist/animation-loop/make-animation-loop.d.ts.map +1 -0
  23. package/dist/animation-loop/make-animation-loop.js +28 -0
  24. package/dist/animation-loop/make-animation-loop.js.map +1 -0
  25. package/dist/debug/copy-texture-to-image.d.ts +26 -0
  26. package/dist/debug/copy-texture-to-image.d.ts.map +1 -0
  27. package/dist/debug/copy-texture-to-image.js +46 -0
  28. package/dist/debug/copy-texture-to-image.js.map +1 -0
  29. package/dist/debug/debug-framebuffer.d.ts +11 -0
  30. package/dist/debug/debug-framebuffer.d.ts.map +1 -0
  31. package/dist/debug/debug-framebuffer.js +43 -0
  32. package/dist/debug/debug-framebuffer.js.map +1 -0
  33. package/dist/debug/debug-shader-layout.d.ts +9 -0
  34. package/dist/debug/debug-shader-layout.d.ts.map +1 -0
  35. package/dist/debug/debug-shader-layout.js +28 -0
  36. package/dist/debug/debug-shader-layout.js.map +1 -0
  37. package/dist/debug/pixel-data-utils.d.ts +24 -0
  38. package/dist/debug/pixel-data-utils.d.ts.map +1 -0
  39. package/dist/debug/pixel-data-utils.js +41 -0
  40. package/dist/debug/pixel-data-utils.js.map +1 -0
  41. package/dist/dist.dev.js +10081 -0
  42. package/dist/geometries/cone-geometry.d.ts +1 -1
  43. package/dist/geometries/cone-geometry.d.ts.map +1 -1
  44. package/dist/geometries/cone-geometry.js +6 -5
  45. package/dist/geometries/cone-geometry.js.map +1 -1
  46. package/dist/geometries/cube-geometry.d.ts +2 -2
  47. package/dist/geometries/cube-geometry.d.ts.map +1 -1
  48. package/dist/geometries/cube-geometry.js +16 -10
  49. package/dist/geometries/cube-geometry.js.map +1 -1
  50. package/dist/geometries/cylinder-geometry.d.ts +1 -1
  51. package/dist/geometries/cylinder-geometry.d.ts.map +1 -1
  52. package/dist/geometries/cylinder-geometry.js +6 -5
  53. package/dist/geometries/cylinder-geometry.js.map +1 -1
  54. package/dist/geometries/ico-sphere-geometry.d.ts +2 -2
  55. package/dist/geometries/ico-sphere-geometry.d.ts.map +1 -1
  56. package/dist/geometries/ico-sphere-geometry.js +10 -19
  57. package/dist/geometries/ico-sphere-geometry.js.map +1 -1
  58. package/dist/geometries/plane-geometry.d.ts +2 -2
  59. package/dist/geometries/plane-geometry.d.ts.map +1 -1
  60. package/dist/geometries/plane-geometry.js +14 -23
  61. package/dist/geometries/plane-geometry.js.map +1 -1
  62. package/dist/geometries/sphere-geometry.d.ts +2 -2
  63. package/dist/geometries/sphere-geometry.d.ts.map +1 -1
  64. package/dist/geometries/sphere-geometry.js +9 -13
  65. package/dist/geometries/sphere-geometry.js.map +1 -1
  66. package/dist/geometries/truncated-cone-geometry.d.ts +2 -4
  67. package/dist/geometries/truncated-cone-geometry.d.ts.map +1 -1
  68. package/dist/geometries/truncated-cone-geometry.js +9 -25
  69. package/dist/geometries/truncated-cone-geometry.js.map +1 -1
  70. package/dist/geometry/geometry-table.d.ts +2 -2
  71. package/dist/geometry/geometry-table.d.ts.map +1 -1
  72. package/dist/geometry/geometry-table.js.map +1 -1
  73. package/dist/geometry/geometry-utils.d.ts.map +1 -1
  74. package/dist/geometry/geometry-utils.js +0 -9
  75. package/dist/geometry/geometry-utils.js.map +1 -1
  76. package/dist/geometry/geometry.d.ts +43 -43
  77. package/dist/geometry/geometry.d.ts.map +1 -1
  78. package/dist/geometry/geometry.js +20 -86
  79. package/dist/geometry/geometry.js.map +1 -1
  80. package/dist/geometry/gpu-geometry.d.ts +37 -0
  81. package/dist/geometry/gpu-geometry.d.ts.map +1 -0
  82. package/dist/geometry/gpu-geometry.js +110 -0
  83. package/dist/geometry/gpu-geometry.js.map +1 -0
  84. package/dist/geometry/gpu-table.d.ts +1 -0
  85. package/dist/geometry/gpu-table.d.ts.map +1 -0
  86. package/dist/geometry/gpu-table.js +2 -0
  87. package/dist/geometry/gpu-table.js.map +1 -0
  88. package/dist/index.cjs +3128 -0
  89. package/dist/index.d.ts +24 -8
  90. package/dist/index.d.ts.map +1 -1
  91. package/dist/index.js +23 -14
  92. package/dist/index.js.map +1 -1
  93. package/dist/lib/clip-space.d.ts +8 -0
  94. package/dist/lib/clip-space.d.ts.map +1 -1
  95. package/dist/lib/clip-space.js +47 -0
  96. package/dist/lib/clip-space.js.map +1 -1
  97. package/dist/lib/pipeline-factory.d.ts +12 -45
  98. package/dist/lib/pipeline-factory.d.ts.map +1 -1
  99. package/dist/lib/pipeline-factory.js +42 -168
  100. package/dist/lib/pipeline-factory.js.map +1 -1
  101. package/dist/model/model.d.ts +206 -0
  102. package/dist/model/model.d.ts.map +1 -0
  103. package/dist/model/model.js +435 -0
  104. package/dist/model/model.js.map +1 -0
  105. package/dist/scenegraph/group-node.d.ts +21 -0
  106. package/dist/scenegraph/group-node.d.ts.map +1 -0
  107. package/dist/scenegraph/group-node.js +94 -0
  108. package/dist/scenegraph/group-node.js.map +1 -0
  109. package/dist/scenegraph/model-node.d.ts +18 -0
  110. package/dist/scenegraph/model-node.d.ts.map +1 -0
  111. package/dist/scenegraph/model-node.js +28 -0
  112. package/dist/scenegraph/model-node.js.map +1 -0
  113. package/dist/scenegraph/scenegraph-node.d.ts +56 -0
  114. package/dist/scenegraph/scenegraph-node.d.ts.map +1 -0
  115. package/dist/scenegraph/scenegraph-node.js +141 -0
  116. package/dist/scenegraph/scenegraph-node.js.map +1 -0
  117. package/dist/shader-inputs.d.ts +63 -0
  118. package/dist/shader-inputs.d.ts.map +1 -0
  119. package/dist/shader-inputs.js +66 -0
  120. package/dist/shader-inputs.js.map +1 -0
  121. package/dist/transform/buffer-transform.d.ts +35 -0
  122. package/dist/transform/buffer-transform.d.ts.map +1 -0
  123. package/dist/transform/buffer-transform.js +62 -0
  124. package/dist/transform/buffer-transform.js.map +1 -0
  125. package/dist/transform/texture-transform.d.ts +57 -0
  126. package/dist/transform/texture-transform.d.ts.map +1 -0
  127. package/dist/transform/texture-transform.js +122 -0
  128. package/dist/transform/texture-transform.js.map +1 -0
  129. package/dist.min.js +293 -0
  130. package/package.json +21 -12
  131. package/src/animation/timeline.ts +15 -14
  132. package/src/animation-loop/animation-loop-template.ts +23 -0
  133. package/src/{lib → animation-loop}/animation-loop.ts +99 -88
  134. package/src/{lib → animation-loop}/animation-props.ts +1 -1
  135. package/src/animation-loop/make-animation-loop.ts +44 -0
  136. package/src/debug/copy-texture-to-image.ts +72 -0
  137. package/src/debug/debug-framebuffer.ts +57 -0
  138. package/src/debug/debug-shader-layout.ts +38 -0
  139. package/src/debug/pixel-data-utils.ts +57 -0
  140. package/src/geometries/cone-geometry.ts +1 -1
  141. package/src/geometries/cube-geometry.ts +47 -45
  142. package/src/geometries/cylinder-geometry.ts +2 -2
  143. package/src/geometries/ico-sphere-geometry.ts +6 -5
  144. package/src/geometries/plane-geometry.ts +5 -4
  145. package/src/geometries/sphere-geometry.ts +4 -3
  146. package/src/geometries/truncated-cone-geometry.ts +4 -13
  147. package/src/geometry/geometry-table.ts +1 -1
  148. package/src/geometry/geometry-utils.ts +3 -3
  149. package/src/geometry/geometry.ts +65 -110
  150. package/src/geometry/gpu-geometry.ts +125 -0
  151. package/src/geometry/gpu-table.ts +41 -0
  152. package/src/index.ts +34 -10
  153. package/src/lib/clip-space.ts +22 -21
  154. package/src/lib/pipeline-factory.ts +51 -168
  155. package/src/model/model.ts +726 -0
  156. package/src/scenegraph/group-node.ts +103 -0
  157. package/src/scenegraph/model-node.ts +50 -0
  158. package/src/scenegraph/scenegraph-node.ts +204 -0
  159. package/src/shader-inputs.ts +150 -0
  160. package/src/transform/buffer-transform.ts +94 -0
  161. package/src/transform/texture-transform.ts +169 -0
  162. package/dist/bundle.d.ts +0 -2
  163. package/dist/bundle.d.ts.map +0 -1
  164. package/dist/bundle.js +0 -5
  165. package/dist/bundle.js.map +0 -1
  166. package/dist/geometry/primitive-utils.d.ts +0 -1
  167. package/dist/geometry/primitive-utils.d.ts.map +0 -1
  168. package/dist/geometry/primitive-utils.js +0 -2
  169. package/dist/geometry/primitive-utils.js.map +0 -1
  170. package/dist/lib/animation-loop.d.ts.map +0 -1
  171. package/dist/lib/animation-loop.js.map +0 -1
  172. package/dist/lib/animation-props.d.ts.map +0 -1
  173. package/dist/lib/animation-props.js.map +0 -1
  174. package/dist/lib/model-utils.d.ts +0 -5
  175. package/dist/lib/model-utils.d.ts.map +0 -1
  176. package/dist/lib/model-utils.js +0 -45
  177. package/dist/lib/model-utils.js.map +0 -1
  178. package/dist/lib/model.d.ts +0 -41
  179. package/dist/lib/model.d.ts.map +0 -1
  180. package/dist/lib/model.js +0 -182
  181. package/dist/lib/model.js.map +0 -1
  182. package/dist/lib/render-loop.d.ts +0 -14
  183. package/dist/lib/render-loop.d.ts.map +0 -1
  184. package/dist/lib/render-loop.js +0 -49
  185. package/dist/lib/render-loop.js.map +0 -1
  186. package/src/bundle.ts +0 -4
  187. package/src/geometry/primitive-utils.ts +0 -30
  188. package/src/lib/model-utils.ts +0 -124
  189. package/src/lib/model.ts +0 -183
  190. package/src/lib/render-loop.ts +0 -58
  191. /package/dist/{lib → animation-loop}/animation-props.js +0 -0
@@ -0,0 +1,169 @@
1
+ // luma.gl, MIT license
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+ // Copyright (c) vis.gl contributors
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+
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+ import { Buffer, Device, Framebuffer, RenderPassProps, Sampler, Texture } from '@luma.gl/core';
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+ import { Model, ModelProps } from '../model/model';
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+ import { getPassthroughFS } from '@luma.gl/shadertools';
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+
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+ /**
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+ * Properties for creating a {@link TextureTransform}
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+ * @deprecated
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+ */
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+ export type TextureTransformProps = Omit<ModelProps, 'fs'> & {
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+ fs?: ModelProps['fs']; // override as optional
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+ /** @deprecated TODO(donmccurdy): Needed? */
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+ inject?: Record<string, string>;
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+ /** @deprecated TODO(donmccurdy): Needed? */
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+ framebuffer?: Framebuffer;
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+ /** @deprecated TODO(donmccurdy): Model already handles this? */
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+ sourceBuffers?: Record<string, Buffer>;
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+ /** @deprecated TODO(donmccurdy): Model already handles this? */
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+ sourceTextures?: Record<string, Texture>;
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+ targetTexture: Texture;
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+ targetTextureChannels: 1 | 2 | 3 | 4;
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+ targetTextureVarying: string;
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+ };
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+
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+
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+ type TextureBinding = {
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+ sourceBuffers: Record<string, Buffer>;
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+ sourceTextures: Record<string, Texture>;
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+ targetTexture: Texture;
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+ framebuffer?: Framebuffer;
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+ };
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+
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+ const FS_OUTPUT_VARIABLE = 'transform_output';
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+
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+ /**
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+ * Creates a pipeline for texture→texture transforms.
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+ * @deprecated
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+ */
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+ export class TextureTransform {
42
+ readonly device: Device;
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+ readonly model: Model;
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+ readonly sampler: Sampler;
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+
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+ currentIndex = 0;
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+ samplerTextureMap: Record<string, any> | null = null;
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+ bindings: TextureBinding[] = []; // each element is an object : {sourceTextures, targetTexture, framebuffer}
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+ resources: Record<string, any> = {}; // resources to be deleted
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+
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+ constructor(device: Device, props: TextureTransformProps) {
52
+ this.device = device;
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+
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+ // For precise picking of element IDs.
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+ this.sampler = device.createSampler({
56
+ addressModeU: 'clamp-to-edge',
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+ addressModeV: 'clamp-to-edge',
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+ minFilter: 'nearest',
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+ magFilter: 'nearest',
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+ mipmapFilter: 'nearest',
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+ });
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+
63
+ this.model = new Model(this.device, {
64
+ id: props.id || 'texture-transform-model',
65
+ fs: props.fs || getPassthroughFS({
66
+ version: 300,
67
+ input: props.targetTextureVarying,
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+ inputChannels: props.targetTextureChannels,
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+ output: FS_OUTPUT_VARIABLE
70
+ }),
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+ vertexCount: props.vertexCount, // TODO(donmccurdy): Naming?
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+ ...props
73
+ });
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+
75
+ this._initialize(props);
76
+ Object.seal(this);
77
+ }
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+
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+ // Delete owned resources.
80
+ destroy(): void {}
81
+
82
+ /** @deprecated Use {@link destroy}. */
83
+ delete(): void {
84
+ this.destroy();
85
+ }
86
+
87
+ run(options?: RenderPassProps): void {
88
+ const {framebuffer} = this.bindings[this.currentIndex];
89
+ const renderPass = this.device.beginRenderPass({framebuffer, ...options});
90
+ this.model.draw(renderPass);
91
+ renderPass.end();
92
+ }
93
+
94
+ /** @deprecated */
95
+ update(...args: any[]): void {
96
+ // TODO(v9): Method should likely be removed for v9. Keeping a method stub
97
+ // to assist with migrating DeckGL usage.
98
+ // eslint-disable-next-line no-console
99
+ console.warn('TextureTransform#update() not implemented');
100
+ }
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+
102
+
103
+ getData({packed = false} = {}) {
104
+ // TODO(v9): Method should likely be removed for v9. Keeping a method stub
105
+ // to assist with migrating DeckGL usage.
106
+ throw new Error('getData() not implemented');
107
+ }
108
+
109
+ getTargetTexture(): Texture {
110
+ const {targetTexture} = this.bindings[this.currentIndex];
111
+ return targetTexture;
112
+ }
113
+
114
+
115
+ getFramebuffer(): Framebuffer {
116
+ const currentResources = this.bindings[this.currentIndex];
117
+ return currentResources.framebuffer;
118
+ }
119
+
120
+ // Private
121
+
122
+ _initialize(props: TextureTransformProps): void {
123
+ this._updateBindings(props);
124
+ }
125
+
126
+ _updateBindings(props: TextureTransformProps) {
127
+ this.bindings[this.currentIndex] = this._updateBinding(this.bindings[this.currentIndex], props);
128
+ }
129
+
130
+ _updateBinding(
131
+ binding: TextureBinding,
132
+ {sourceBuffers, sourceTextures, targetTexture}: TextureTransformProps
133
+ ): TextureBinding {
134
+ if (!binding) {
135
+ binding = {
136
+ sourceBuffers: {},
137
+ sourceTextures: {},
138
+ targetTexture: null
139
+ };
140
+ }
141
+ Object.assign(binding.sourceTextures, sourceTextures);
142
+ Object.assign(binding.sourceBuffers, sourceBuffers);
143
+ if (targetTexture) {
144
+ binding.targetTexture = targetTexture;
145
+ const {width, height} = targetTexture;
146
+ // TODO(donmccurdy): When is this called, and is this expected?
147
+ if (binding.framebuffer) {
148
+ binding.framebuffer.destroy();
149
+ }
150
+ binding.framebuffer = this.device.createFramebuffer({
151
+ id: 'transform-framebuffer',
152
+ width,
153
+ height,
154
+ colorAttachments: [targetTexture]
155
+ });
156
+ binding.framebuffer.resize({width, height});
157
+ }
158
+ return binding;
159
+ }
160
+
161
+ // set texture filtering parameters on source textures.
162
+ _setSourceTextureParameters(): void {
163
+ const index = this.currentIndex;
164
+ const {sourceTextures} = this.bindings[index];
165
+ for (const name in sourceTextures) {
166
+ sourceTextures[name].sampler = this.sampler;
167
+ }
168
+ }
169
+ }
package/dist/bundle.d.ts DELETED
@@ -1,2 +0,0 @@
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- declare const moduleExports: any;
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- //# sourceMappingURL=bundle.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"bundle.d.ts","sourceRoot":"","sources":["../src/bundle.ts"],"names":[],"mappings":"AACA,QAAA,MAAM,aAAa,KAAqB,CAAC"}
package/dist/bundle.js DELETED
@@ -1,5 +0,0 @@
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- const moduleExports = require('./index');
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-
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- globalThis.luma = globalThis.luma || {};
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- module.exports = Object.assign(globalThis.luma, moduleExports);
5
- //# sourceMappingURL=bundle.js.map
@@ -1 +0,0 @@
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- {"version":3,"sources":["../src/bundle.ts"],"names":["moduleExports","require","globalThis","luma","module","exports","Object","assign"],"mappings":"AACA,MAAMA,aAAa,GAAGC,OAAO,CAAC,SAAD,CAA7B;;AACAC,UAAU,CAACC,IAAX,GAAkBD,UAAU,CAACC,IAAX,IAAmB,EAArC;AACAC,MAAM,CAACC,OAAP,GAAiBC,MAAM,CAACC,MAAP,CAAcL,UAAU,CAACC,IAAzB,EAA+BH,aAA/B,CAAjB","sourcesContent":["// @ts-nocheck\nconst moduleExports = require('./index');\nglobalThis.luma = globalThis.luma || {};\nmodule.exports = Object.assign(globalThis.luma, moduleExports);\n"],"file":"bundle.js"}
@@ -1 +0,0 @@
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- //# sourceMappingURL=primitive-utils.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"primitive-utils.d.ts","sourceRoot":"","sources":["../../src/geometry/primitive-utils.ts"],"names":[],"mappings":""}
@@ -1,2 +0,0 @@
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-
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- //# sourceMappingURL=primitive-utils.js.map
@@ -1 +0,0 @@
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- {"version":3,"sources":[],"names":[],"mappings":"","sourcesContent":[],"file":"primitive-utils.js"}
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{luma, Device, DeviceProps} from '@luma.gl/api';\nimport {requestAnimationFrame, cancelAnimationFrame} from '@luma.gl/api';\nimport {Timeline} from '../animation/timeline';\nimport {AnimationProps} from '../lib/animation-props';\nimport {Stats, Stat} from '@probe.gl/stats';\nimport {isBrowser} from '@probe.gl/env';\n\nconst isPage = isBrowser() && typeof document !== 'undefined';\n\nlet statIdCounter = 0;\n\ntype ContextProps = DeviceProps;\n\n/** AnimationLoop properties */\nexport type AnimationLoopProps = {\n onCreateDevice?: (props: DeviceProps) => Promise<Device>;\n onAddHTML?: (div: HTMLDivElement) => string; // innerHTML\n onInitialize?: (animationProps: AnimationProps) => void;\n onRender?: (animationProps: AnimationProps) => void;\n onFinalize?: (animationProps: AnimationProps) => void;\n onError?: (reason: Error) => void;\n\n device?: Device | null;\n deviceProps?: DeviceProps;\n stats?: Stats;\n\n // view parameters\n debug?: boolean;\n autoResizeViewport?: boolean;\n autoResizeDrawingBuffer?: boolean;\n useDevicePixels?: number | boolean;\n};\n\nconst DEFAULT_ANIMATION_LOOP_PROPS: Required<AnimationLoopProps> = {\n onCreateDevice: (props: DeviceProps): Promise<Device> => luma.createDevice(props),\n onAddHTML: () => '',\n onInitialize: () => ({}),\n onRender: () => {},\n onFinalize: () => {},\n onError: (error) => console.error(error), // eslint-disable-line no-console\n\n device: null,\n deviceProps: {},\n debug: false,\n stats: luma.stats.get(`animation-loop-${statIdCounter++}`),\n\n // view parameters\n useDevicePixels: true,\n autoResizeViewport: true,\n autoResizeDrawingBuffer: true,\n};\n\n/** Convenient animation loop */\nexport class AnimationLoop {\n device: Device | null = null;\n canvas: HTMLCanvasElement | OffscreenCanvas | null = null;\n\n props: Required<AnimationLoopProps>;\n animationProps: AnimationProps | null = null;\n timeline: Timeline | null = null;\n stats: Stats;\n cpuTime: Stat;\n gpuTime: Stat;\n frameRate: Stat;\n\n display: any;\n\n needsRedraw: string | false = 'initialized';\n\n _initialized: boolean = false;\n _running: boolean = false;\n _animationFrameId: any = null;\n _nextFramePromise: Promise<AnimationLoop> | null = null;\n _resolveNextFrame: ((AnimationLoop) => void) | null = null;\n _cpuStartTime: number = 0;\n\n // _gpuTimeQuery: Query | null = null;\n\n /*\n * @param {HTMLCanvasElement} canvas - if provided, width and height will be passed to context\n */\n constructor(props: AnimationLoopProps = {}) {\n this.props = {...DEFAULT_ANIMATION_LOOP_PROPS, ...props};\n props = this.props;\n\n let {useDevicePixels = true} = this.props;\n\n // state\n this.device = props.device || null;\n // @ts-expect-error\n this.gl = (this.device && this.device.gl) || props.gl;\n\n this.stats = props.stats || new Stats({id: 'animation-loop-stats'});\n this.cpuTime = this.stats.get('CPU Time');\n this.gpuTime = this.stats.get('GPU Time');\n this.frameRate = this.stats.get('Frame Rate');\n\n this.setProps({\n autoResizeViewport: props.autoResizeViewport,\n autoResizeDrawingBuffer: props.autoResizeDrawingBuffer,\n useDevicePixels\n });\n\n // Bind methods\n this.start = this.start.bind(this);\n this.stop = this.stop.bind(this);\n\n this._onMousemove = this._onMousemove.bind(this);\n this._onMouseleave = this._onMouseleave.bind(this);\n }\n\n destroy(): void {\n this.stop();\n this._setDisplay(null);\n }\n\n /** @deprecated Use .destroy() */\n delete(): void {\n this.destroy();\n }\n\n setNeedsRedraw(reason: string): this {\n this.needsRedraw = this.needsRedraw || reason;\n return this;\n }\n\n // TODO - move to CanvasContext\n setProps(props: AnimationLoopProps): this {\n if ('autoResizeViewport' in props) {\n this.props.autoResizeViewport = props.autoResizeViewport || false;\n }\n if ('autoResizeDrawingBuffer' in props) {\n this.props.autoResizeDrawingBuffer = props.autoResizeDrawingBuffer || false;\n }\n if ('useDevicePixels' in props) {\n this.props.useDevicePixels = props.useDevicePixels || false;\n }\n return this;\n }\n\n /** Starts a render loop if not already running */\n async start() {\n if (this._running) {\n return this;\n }\n this._running = true;\n\n try {\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n\n let appContext;\n if (!this._initialized) {\n this._initialized = true;\n // Create the WebGL context\n await this._createDevice();\n this._initialize();\n\n // Note: onIntialize can return a promise (e.g. in case app needs to load resources)\n await this.props.onInitialize(this._getAnimationProps());\n }\n\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n\n // Start the loop\n if (appContext !== false) {\n // cancel any pending renders to ensure only one loop can ever run\n this._cancelAnimationFrame();\n this._requestAnimationFrame();\n }\n\n return this;\n } catch (err: unknown) {\n const error = err instanceof Error ? err : new Error('Unknown error')\n this.props.onError(error);\n // this._running = false; // TODO\n throw error;\n }\n }\n\n /** Explicitly draw a frame */\n redraw(): this {\n if (this.device?.isLost) {\n return this;\n }\n\n this._beginTimers();\n\n this._setupFrame();\n this._updateAnimationProps();\n\n this._renderFrame(this._getAnimationProps());\n\n // clear needsRedraw flag\n this._clearNeedsRedraw();\n\n if (this._resolveNextFrame) {\n this._resolveNextFrame(this);\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n }\n\n this._endTimers();\n\n return this;\n }\n\n // Stops a render loop if already running, finalizing\n stop() {\n // console.debug(`Stopping ${this.constructor.name}`);\n if (this._running) {\n // call callback\n // If stop is called immediately, we can end up in a state where props haven't been initialized...\n if (this.animationProps) {\n this.props.onFinalize(this.animationProps);\n }\n\n this._cancelAnimationFrame();\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n this._running = false;\n }\n return this;\n }\n\n attachTimeline(timeline: Timeline): Timeline {\n this.timeline = timeline;\n return this.timeline;\n }\n\n detachTimeline(): void {\n this.timeline = null;\n }\n\n waitForRender(): Promise<AnimationLoop> {\n this.setNeedsRedraw('waitForRender');\n\n if (!this._nextFramePromise) {\n this._nextFramePromise = new Promise((resolve) => {\n this._resolveNextFrame = resolve;\n });\n }\n return this._nextFramePromise;\n }\n\n async toDataURL(): Promise<string> {\n this.setNeedsRedraw('toDataURL');\n await this.waitForRender();\n if (this.canvas instanceof HTMLCanvasElement) {\n return this.canvas.toDataURL();\n }\n throw new Error('OffscreenCanvas');\n }\n\n // PRIVATE METHODS\n\n _initialize() {\n this._startEventHandling();\n\n // Initialize the callback data\n this._initializeAnimationProps();\n this._updateAnimationProps();\n\n // Default viewport setup, in case onInitialize wants to render\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n\n // this._gpuTimeQuery = Query.isSupported(this.gl, ['timers']) ? new Query(this.gl) : null;\n }\n\n _setDisplay(display) {\n if (this.display) {\n this.display.delete();\n this.display.animationLoop = null;\n }\n\n // store animation loop on the display\n if (display) {\n display.animationLoop = this;\n }\n\n this.display = display;\n }\n\n _requestAnimationFrame() {\n if (!this._running) {\n return;\n }\n\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.requestAnimationFrame) {\n // this._animationFrameId = this.display.requestAnimationFrame(this._animationFrame.bind(this));\n // }\n this._animationFrameId = requestAnimationFrame(this._animationFrame.bind(this));\n }\n\n _cancelAnimationFrame() {\n if (this._animationFrameId !== null) {\n return;\n }\n\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.cancelAnimationFrame) {\n // this.display.cancelAnimationFrame(this._animationFrameId);\n // }\n cancelAnimationFrame(this._animationFrameId);\n this._animationFrameId = null;\n }\n\n _animationFrame() {\n if (!this._running) {\n return;\n }\n this.redraw();\n this._requestAnimationFrame();\n }\n\n // Called on each frame, can be overridden to call onRender multiple times\n // to support e.g. stereoscopic rendering\n _renderFrame(props: AnimationProps) {\n // Allow e.g. VR display to render multiple frames.\n if (this.display) {\n this.display._renderFrame(props);\n return;\n }\n\n // call callback\n this.props.onRender(props);\n // end callback\n }\n\n _clearNeedsRedraw() {\n this.needsRedraw = false;\n }\n\n _setupFrame() {\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n }\n\n // Initialize the object that will be passed to app callbacks\n _initializeAnimationProps() {\n if (!this.device) {\n throw new Error('loop');\n }\n this.animationProps = {\n animationLoop: this,\n device: this.device,\n canvas: this.device?.canvasContext?.canvas!,\n timeline: this.timeline,\n\n // Initial values\n useDevicePixels: this.props.useDevicePixels,\n needsRedraw: false,\n\n // Placeholders\n width: 1,\n height: 1,\n aspect: 1,\n\n // Animation props\n time: 0,\n startTime: Date.now(),\n engineTime: 0,\n tick: 0,\n tock: 0,\n\n // Experimental\n _mousePosition: null // Event props\n };\n }\n\n _getAnimationProps(): AnimationProps {\n if (!this.animationProps) {\n throw new Error('animationProps');\n }\n return this.animationProps;\n }\n\n // Update the context object that will be passed to app callbacks\n _updateAnimationProps(): void {\n if (!this.animationProps) {\n return;\n }\n\n const {width, height, aspect} = this._getSizeAndAspect();\n if (width !== this.animationProps.width || height !== this.animationProps.height) {\n this.setNeedsRedraw('drawing buffer resized');\n }\n if (aspect !== this.animationProps.aspect) {\n this.setNeedsRedraw('drawing buffer aspect changed');\n }\n\n this.animationProps.width = width;\n this.animationProps.height = height;\n this.animationProps.aspect = aspect;\n\n this.animationProps.needsRedraw = this.needsRedraw;\n\n // Update time properties\n this.animationProps.engineTime = Date.now() - this.animationProps.startTime;\n\n if (this.timeline) {\n this.timeline.update(this.animationProps.engineTime);\n }\n\n this.animationProps.tick = Math.floor((this.animationProps.time / 1000) * 60);\n this.animationProps.tock++;\n\n // For back compatibility\n this.animationProps.time = this.timeline\n ? this.timeline.getTime()\n : this.animationProps.engineTime;\n }\n\n /** Either uses supplied or existing context, or calls provided callback to create one */\n async _createDevice() {\n const deviceProps = {...this.props, ...this.props.deviceProps};\n this.device = await this.props.onCreateDevice(deviceProps);\n this.canvas = this.device.canvasContext?.canvas!;\n this._createInfoDiv();\n }\n\n _createInfoDiv() {\n if (this.canvas && this.props.onAddHTML) {\n const wrapperDiv = document.createElement('div');\n document.body.appendChild(wrapperDiv);\n wrapperDiv.style.position = 'relative';\n const div = document.createElement('div');\n div.style.position = 'absolute';\n div.style.left = '10px';\n div.style.bottom = '10px';\n div.style.width = '300px';\n div.style.background = 'white';\n if (this.canvas instanceof HTMLCanvasElement) {\n wrapperDiv.appendChild(this.canvas);\n }\n wrapperDiv.appendChild(div);\n const html = this.props.onAddHTML(div);\n if (html) {\n div.innerHTML = html;\n }\n }\n }\n\n _getSizeAndAspect(): {width: number; height: number; aspect: number} {\n if (!this.device) {\n return {width: 1, height: 1, aspect: 1};\n }\n // https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n const [width, height] = this.device?.canvasContext?.getPixelSize() || [1, 1];\n\n // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html\n let aspect = 1;\n const canvas = this.device?.canvasContext?.canvas;\n\n // @ts-expect-error\n if (canvas && canvas.clientHeight) {\n // @ts-expect-error\n aspect = canvas.clientWidth / canvas.clientHeight;\n } else if (width > 0 && height > 0) {\n aspect = width / height;\n }\n\n return {width, height, aspect};\n }\n\n /** Default viewport setup */\n _resizeViewport() {\n // @ts-expect-error Expose on canvasContext\n if (this.props.autoResizeViewport && this.device.gl) {\n // @ts-expect-error Expose canvasContext\n this.device.gl.viewport(0, 0, this.device.gl.drawingBufferWidth, this.device.gl.drawingBufferHeight);\n }\n }\n\n /**\n * Resize the render buffer of the canvas to match canvas client size\n * Optionally multiplying with devicePixel ratio\n */\n _resizeCanvasDrawingBuffer() {\n if (this.props.autoResizeDrawingBuffer) {\n this.device?.canvasContext?.resize({useDevicePixels: this.props.useDevicePixels});\n }\n }\n\n _beginTimers() {\n this.frameRate.timeEnd();\n this.frameRate.timeStart();\n\n // Check if timer for last frame has completed.\n // GPU timer results are never available in the same\n // frame they are captured.\n // if (\n // this._gpuTimeQuery &&\n // this._gpuTimeQuery.isResultAvailable() &&\n // !this._gpuTimeQuery.isTimerDisjoint()\n // ) {\n // this.stats.get('GPU Time').addTime(this._gpuTimeQuery.getTimerMilliseconds());\n // }\n\n // if (this._gpuTimeQuery) {\n // // GPU time query start\n // this._gpuTimeQuery.beginTimeElapsedQuery();\n // }\n\n // this.cpuTime.timeStart();\n }\n\n _endTimers() {\n this.cpuTime.timeEnd();\n\n // if (this._gpuTimeQuery) {\n // // GPU time query end. Results will be available on next frame.\n // this._gpuTimeQuery.end();\n // }\n }\n\n // Event handling\n\n _startEventHandling() {\n if (this.canvas) {\n this.canvas.addEventListener('mousemove', this._onMousemove);\n this.canvas.addEventListener('mouseleave', this._onMouseleave);\n }\n }\n\n _onMousemove(e) {\n this._getAnimationProps()._mousePosition = [e.offsetX, e.offsetY];\n }\n\n _onMouseleave(e) {\n this._getAnimationProps()._mousePosition = null;\n }\n}\n"],"file":"animation-loop.js"}
@@ -1 +0,0 @@
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- {"version":3,"sources":[],"names":[],"mappings":"","sourcesContent":[],"file":"animation-props.js"}
@@ -1,5 +0,0 @@
1
- import { Device, Buffer } from '@luma.gl/api';
2
- import type Geometry from '../geometry/geometry';
3
- export declare function getIndexBufferFromGeometry(device: Device, geometry: Geometry): Buffer | undefined;
4
- export declare function getAttributeBuffersFromGeometry(device: Device, geometry: Geometry): Record<string, Buffer>;
5
- //# sourceMappingURL=model-utils.d.ts.map
@@ -1 +0,0 @@
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@@ -1,45 +0,0 @@
1
- import { Buffer, assert } from '@luma.gl/api';
2
- const GLTF_TO_LUMA_ATTRIBUTE_MAP = {
3
- POSITION: 'positions',
4
- NORMAL: 'normals',
5
- COLOR_0: 'colors',
6
- TEXCOORD_0: 'texCoords',
7
- TEXCOORD_1: 'texCoords1',
8
- TEXCOORD_2: 'texCoords2'
9
- };
10
- export function getIndexBufferFromGeometry(device, geometry) {
11
- if (!geometry.indices) {
12
- return undefined;
13
- }
14
-
15
- const data = geometry.indices.value || geometry.indices;
16
- assert(data instanceof Uint16Array || data instanceof Uint32Array, 'attribute array for "indices" must be of integer type');
17
- return device.createBuffer({
18
- usage: Buffer.INDEX,
19
- data
20
- });
21
- }
22
- export function getAttributeBuffersFromGeometry(device, geometry) {
23
- const buffers = {};
24
-
25
- for (const [name, attribute] of Object.entries(geometry.attributes)) {
26
- const remappedName = mapAttributeName(name);
27
-
28
- if (attribute.constant) {
29
- throw new Error('constant attributes not supported');
30
- } else {
31
- const typedArray = attribute.value;
32
- buffers[remappedName] = device.createBuffer({
33
- data: typedArray,
34
- id: "".concat(remappedName, "-buffer")
35
- });
36
- }
37
- }
38
-
39
- return buffers;
40
- }
41
-
42
- function mapAttributeName(name) {
43
- return GLTF_TO_LUMA_ATTRIBUTE_MAP[name] || name;
44
- }
45
- //# sourceMappingURL=model-utils.js.map
@@ -1 +0,0 @@
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- {"version":3,"sources":["../../src/lib/model-utils.ts"],"names":["Buffer","assert","GLTF_TO_LUMA_ATTRIBUTE_MAP","POSITION","NORMAL","COLOR_0","TEXCOORD_0","TEXCOORD_1","TEXCOORD_2","getIndexBufferFromGeometry","device","geometry","indices","undefined","data","value","Uint16Array","Uint32Array","createBuffer","usage","INDEX","getAttributeBuffersFromGeometry","buffers","name","attribute","Object","entries","attributes","remappedName","mapAttributeName","constant","Error","typedArray","id"],"mappings":"AAAA,SAAgBA,MAAhB,EAAwBC,MAAxB,QAAqC,cAArC;AAIA,MAAMC,0BAA0B,GAAG;AACjCC,EAAAA,QAAQ,EAAE,WADuB;AAEjCC,EAAAA,MAAM,EAAE,SAFyB;AAGjCC,EAAAA,OAAO,EAAE,QAHwB;AAIjCC,EAAAA,UAAU,EAAE,WAJqB;AAKjCC,EAAAA,UAAU,EAAE,YALqB;AAMjCC,EAAAA,UAAU,EAAE;AANqB,CAAnC;AAmDA,OAAO,SAASC,0BAAT,CAAoCC,MAApC,EAAoDC,QAApD,EAA4F;AACjG,MAAI,CAACA,QAAQ,CAACC,OAAd,EAAuB;AACrB,WAAOC,SAAP;AACD;;AAGD,QAAMC,IAAI,GAAGH,QAAQ,CAACC,OAAT,CAAiBG,KAAjB,IAA0BJ,QAAQ,CAACC,OAAhD;AACAX,EAAAA,MAAM,CACJa,IAAI,YAAYE,WAAhB,IAA+BF,IAAI,YAAYG,WAD3C,EAEJ,uDAFI,CAAN;AAIA,SAAOP,MAAM,CAACQ,YAAP,CAAoB;AAACC,IAAAA,KAAK,EAAEnB,MAAM,CAACoB,KAAf;AAAsBN,IAAAA;AAAtB,GAApB,CAAP;AACD;AAED,OAAO,SAASO,+BAAT,CAAyCX,MAAzC,EAAyDC,QAAzD,EAAqG;AAC1G,QAAMW,OAA+B,GAAG,EAAxC;;AAEA,OAAK,MAAM,CAACC,IAAD,EAAOC,SAAP,CAAX,IAAgCC,MAAM,CAACC,OAAP,CAAef,QAAQ,CAACgB,UAAxB,CAAhC,EAAqE;AACnE,UAAMC,YAAY,GAAGC,gBAAgB,CAACN,IAAD,CAArC;;AACA,QAAIC,SAAS,CAACM,QAAd,EAAwB;AACtB,YAAM,IAAIC,KAAJ,CAAU,mCAAV,CAAN;AACD,KAFD,MAEO;AACL,YAAMC,UAAU,GAAGR,SAAS,CAACT,KAA7B;AACAO,MAAAA,OAAO,CAACM,YAAD,CAAP,GAAwBlB,MAAM,CAACQ,YAAP,CAAoB;AAACJ,QAAAA,IAAI,EAAEkB,UAAP;AAAmBC,QAAAA,EAAE,YAAKL,YAAL;AAArB,OAApB,CAAxB;AACD;AACF;;AAED,SAAON,OAAP;AACD;;AAED,SAASO,gBAAT,CAA0BN,IAA1B,EAAgD;AAC9C,SAAOrB,0BAA0B,CAACqB,IAAD,CAA1B,IAAoCA,IAA3C;AACD","sourcesContent":["import {Device, Buffer, assert} from '@luma.gl/api';\nimport type Geometry from '../geometry/geometry';\n\n// Support for mapping new geometries with glTF attribute names to \"classic\" luma.gl shader names\nconst GLTF_TO_LUMA_ATTRIBUTE_MAP = {\n POSITION: 'positions',\n NORMAL: 'normals',\n COLOR_0: 'colors',\n TEXCOORD_0: 'texCoords',\n TEXCOORD_1: 'texCoords1',\n TEXCOORD_2: 'texCoords2'\n};\n\n/*\nexport function getAttributeLayoutsFromGeometry(geometry: Geometry) {\n const layouts: Record<string, {}> = {};\n let indices = geometry.indices;\n\n for (const [name, attribute] of Object.entries(geometry.attributes)) {\n const remappedName = mapAttributeName(name);\n\n if (attribute.constant) {\n throw new Error('constant attributes not supported');\n } else {\n const typedArray = attribute.value;\n // Create accessor by copying the attribute and removing `value``\n const accessor = {...attribute};\n delete accessor.value;\n buffers[remappedName] = [device.createBuffer(typedArray), accessor];\n\n inferAttributeAccessor(name, accessor);\n }\n }\n}\n\nexport class Table {\n length: number;\n // columns: Record<string, TypedArray> = {};\n}\n\nexport class GPUTable {\n length: number;\n columns: Record<string, Buffer> = {};\n}\n\nexport function convertTableToGPUTable(table: Table) {\n // for (const ) {}\n}\n\nexport function renameTableColumns(table: Table, map: (name: string) => string) {\n const newColumns = table.columns.reduce()\n table.clone();\n}\n*/\n\nexport function getIndexBufferFromGeometry(device: Device, geometry: Geometry): Buffer | undefined {\n if (!geometry.indices) {\n return undefined;\n }\n\n // @ts-expect-error\n const data = geometry.indices.value || geometry.indices;\n assert(\n data instanceof Uint16Array || data instanceof Uint32Array,\n 'attribute array for \"indices\" must be of integer type'\n );\n return device.createBuffer({usage: Buffer.INDEX, data});\n}\n\nexport function getAttributeBuffersFromGeometry(device: Device, geometry: Geometry): Record<string, Buffer> {\n const buffers: Record<string, Buffer> = {};\n\n for (const [name, attribute] of Object.entries(geometry.attributes)) {\n const remappedName = mapAttributeName(name);\n if (attribute.constant) {\n throw new Error('constant attributes not supported');\n } else {\n const typedArray = attribute.value;\n buffers[remappedName] = device.createBuffer({data: typedArray, id: `${remappedName}-buffer`});\n }\n }\n\n return buffers;\n}\n\nfunction mapAttributeName(name: string): string {\n return GLTF_TO_LUMA_ATTRIBUTE_MAP[name] || name;\n}\n\n/*\n// Check for well known attribute names\n// eslint-disable-next-line complexity\nexport function inferAttributeAccessor(attributeName, attribute) {\n let category;\n switch (attributeName) {\n case 'texCoords':\n case 'texCoord1':\n case 'texCoord2':\n case 'texCoord3':\n category = 'uvs';\n break;\n case 'vertices':\n case 'positions':\n case 'normals':\n case 'pickingColors':\n category = 'vectors';\n break;\n default:\n }\n\n // Check for categorys\n switch (category) {\n case 'vectors':\n attribute.size = attribute.size || 3;\n break;\n case 'uvs':\n attribute.size = attribute.size || 2;\n break;\n default:\n }\n\n assert(Number.isFinite(attribute.size), `attribute ${attributeName} needs size`);\n}\n*/\n"],"file":"model-utils.js"}
@@ -1,41 +0,0 @@
1
- import type { Device, Buffer, RenderPipelineProps, RenderPass, Binding, PrimitiveTopology } from '@luma.gl/api';
2
- import { RenderPipeline } from '@luma.gl/api';
3
- import type { ShaderModule } from '@luma.gl/shadertools';
4
- import type Geometry from '../geometry/geometry';
5
- export declare type ModelProps = Omit<RenderPipelineProps, 'vs' | 'fs'> & {
6
- vs?: {
7
- glsl?: string;
8
- wgsl?: string;
9
- } | string | null;
10
- fs?: {
11
- glsl?: string;
12
- wgsl?: string;
13
- } | string | null;
14
- modules?: ShaderModule[];
15
- moduleSettings?: Record<string, Record<string, any>>;
16
- geometry?: Geometry | null;
17
- };
18
- /** v9 API */
19
- export default class Model {
20
- readonly device: Device;
21
- readonly pipeline: RenderPipeline;
22
- readonly id: string;
23
- readonly vs: string;
24
- readonly fs: string | null;
25
- readonly topology: PrimitiveTopology;
26
- readonly vertexCount: any;
27
- props: Required<ModelProps>;
28
- private _getModuleUniforms;
29
- constructor(device: Device, props: ModelProps);
30
- destroy(): void;
31
- draw(renderPass?: RenderPass): this;
32
- setProps(props: ModelProps): this;
33
- updateModuleSettings(props: Record<string, any>): this;
34
- setIndexBuffer(indices: Buffer): this;
35
- setAttributes(attributes: Record<string, Buffer>): this;
36
- /** Set the bindings */
37
- setBindings(bindings: Record<string, Binding>): this;
38
- setUniforms(uniforms: Record<string, any>): this;
39
- _setGeometry(geometry: Geometry): void;
40
- }
41
- //# sourceMappingURL=model.d.ts.map
@@ -1 +0,0 @@
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package/dist/lib/model.js DELETED
@@ -1,182 +0,0 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
- import { RenderPipeline } from '@luma.gl/api';
3
- import { getAttributeBuffersFromGeometry, getIndexBufferFromGeometry } from './model-utils';
4
- import { PipelineFactory } from './pipeline-factory';
5
- const DEFAULT_MODEL_PROPS = { ...RenderPipeline._DEFAULT_PROPS,
6
- vs: null,
7
- fs: null,
8
- id: 'unnamed',
9
- handle: undefined,
10
- userData: {},
11
- modules: [],
12
- moduleSettings: {},
13
- geometry: null
14
- };
15
- export default class Model {
16
- constructor(device, props) {
17
- _defineProperty(this, "device", void 0);
18
-
19
- _defineProperty(this, "pipeline", void 0);
20
-
21
- _defineProperty(this, "id", void 0);
22
-
23
- _defineProperty(this, "vs", void 0);
24
-
25
- _defineProperty(this, "fs", null);
26
-
27
- _defineProperty(this, "topology", void 0);
28
-
29
- _defineProperty(this, "vertexCount", void 0);
30
-
31
- _defineProperty(this, "props", void 0);
32
-
33
- _defineProperty(this, "_getModuleUniforms", void 0);
34
-
35
- this.props = { ...DEFAULT_MODEL_PROPS,
36
- ...props
37
- };
38
- props = this.props;
39
- this.id = this.props.id;
40
- this.device = device;
41
-
42
- if (!props.vs) {
43
- throw new Error('no vertex shader');
44
- }
45
-
46
- this.vs = getShaderSource(this.device, props.vs);
47
-
48
- if (props.fs) {
49
- this.fs = getShaderSource(this.device, props.fs);
50
- }
51
-
52
- this.vertexCount = this.props.vertexCount;
53
- this.topology = this.props.topology;
54
-
55
- if (this.props.geometry) {
56
- this.vertexCount = this.props.geometry.vertexCount;
57
- this.topology = this.props.geometry.topology || 'triangle-list';
58
- }
59
-
60
- const pipelineFactory = PipelineFactory.getDefaultPipelineFactory(this.device);
61
- const {
62
- pipeline,
63
- getUniforms
64
- } = pipelineFactory.createRenderPipeline({ ...this.props,
65
- vs: this.vs,
66
- fs: this.fs,
67
- topology: this.topology,
68
- parameters: props.parameters,
69
- layout: props.layout
70
- });
71
- this.pipeline = pipeline;
72
- this._getModuleUniforms = getUniforms;
73
-
74
- if (this.props.geometry) {
75
- this._setGeometry(this.props.geometry);
76
- }
77
-
78
- this.setUniforms(this._getModuleUniforms());
79
- this.setProps(this.props);
80
- }
81
-
82
- destroy() {
83
- this.pipeline.destroy();
84
- }
85
-
86
- draw(renderPass) {
87
- this.pipeline.draw({
88
- renderPass,
89
- vertexCount: this.vertexCount,
90
- instanceCount: this.props.instanceCount
91
- });
92
- return this;
93
- }
94
-
95
- setProps(props) {
96
- if (props.indices) {
97
- this.setIndexBuffer(props.indices);
98
- }
99
-
100
- if (props.attributes) {
101
- this.setAttributes(props.attributes);
102
- }
103
-
104
- if (props.bindings) {
105
- this.setBindings(props.bindings);
106
- }
107
-
108
- if (props.uniforms) {
109
- this.setUniforms(props.uniforms);
110
- }
111
-
112
- if (props.moduleSettings) {
113
- this.updateModuleSettings(props.moduleSettings);
114
- }
115
-
116
- return this;
117
- }
118
-
119
- updateModuleSettings(props) {
120
- const uniforms = this._getModuleUniforms(props);
121
-
122
- this.setUniforms(uniforms);
123
- return this;
124
- }
125
-
126
- setIndexBuffer(indices) {
127
- this.pipeline.setIndexBuffer(indices);
128
- return this;
129
- }
130
-
131
- setAttributes(attributes) {
132
- this.pipeline.setAttributes(attributes);
133
- Object.assign(this.props.attributes, attributes);
134
- return this;
135
- }
136
-
137
- setBindings(bindings) {
138
- this.pipeline.setBindings(bindings);
139
- Object.assign(this.props.bindings, bindings);
140
- return this;
141
- }
142
-
143
- setUniforms(uniforms) {
144
- this.pipeline.setUniforms(uniforms);
145
- Object.assign(this.props.uniforms, uniforms);
146
- return this;
147
- }
148
-
149
- _setGeometry(geometry) {
150
- const geometryBuffers = getAttributeBuffersFromGeometry(this.device, geometry);
151
- this.setAttributes(geometryBuffers);
152
- const indexBuffer = getIndexBufferFromGeometry(this.device, geometry);
153
-
154
- if (indexBuffer) {
155
- this.setIndexBuffer(indexBuffer);
156
- }
157
- }
158
-
159
- }
160
-
161
- function getShaderSource(device, shader) {
162
- if (typeof shader === 'string') {
163
- return shader;
164
- }
165
-
166
- switch (device.info.type) {
167
- case 'webgpu':
168
- if (shader !== null && shader !== void 0 && shader.wgsl) {
169
- return shader.wgsl;
170
- }
171
-
172
- throw new Error('WebGPU does not support GLSL shaders');
173
-
174
- default:
175
- if (shader !== null && shader !== void 0 && shader.glsl) {
176
- return shader.glsl;
177
- }
178
-
179
- throw new Error('WebGL does not support WGSL shaders');
180
- }
181
- }
182
- //# sourceMappingURL=model.js.map
@@ -1 +0,0 @@
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luma.gl, MIT license\n\nimport type {Device, Buffer, RenderPipelineProps, RenderPass, Binding, PrimitiveTopology} from '@luma.gl/api';\nimport {RenderPipeline, Shader, cast} from '@luma.gl/api';\nimport type { ShaderModule } from '@luma.gl/shadertools';\nimport type Geometry from '../geometry/geometry';\nimport {getAttributeBuffersFromGeometry, getIndexBufferFromGeometry} from './model-utils';\nimport {PipelineFactory} from './pipeline-factory';\n\nexport type ModelProps = Omit<RenderPipelineProps, 'vs' | 'fs'> & {\n // Model also accepts a string\n vs?: {glsl?: string; wgsl?: string} | string | null;\n fs?: {glsl?: string; wgsl?: string} | string | null;\n modules?: ShaderModule[];\n moduleSettings?: Record<string, Record<string, any>>;\n geometry?: Geometry | null;\n};\n\nconst DEFAULT_MODEL_PROPS: Required<ModelProps> = {\n ...RenderPipeline._DEFAULT_PROPS,\n vs: null,\n fs: null,\n id: 'unnamed',\n handle: undefined,\n userData: {},\n modules: [],\n moduleSettings: {},\n geometry: null\n};\n\n/** v9 API */\nexport default class Model {\n readonly device: Device;\n readonly pipeline: RenderPipeline;\n readonly id: string;\n readonly vs: string;\n readonly fs: string | null = null;\n readonly topology: PrimitiveTopology;\n readonly vertexCount;\n props: Required<ModelProps>;\n\n private _getModuleUniforms: (props?: Record<string, Record<string, any>>) => Record<string, any>;\n\n constructor(device: Device, props: ModelProps) {\n this.props = {...DEFAULT_MODEL_PROPS, ...props};\n props = this.props;\n this.id = this.props.id;\n this.device = device;\n\n // Create the pipeline\n if (!props.vs) {\n throw new Error('no vertex shader');\n }\n this.vs = getShaderSource(this.device, props.vs);\n if (props.fs) {\n this.fs = getShaderSource(this.device, props.fs);\n }\n\n this.vertexCount = this.props.vertexCount;\n this.topology = this.props.topology;\n\n if (this.props.geometry) {\n this.vertexCount = this.props.geometry.vertexCount;\n this.topology = this.props.geometry.topology || 'triangle-list';\n }\n\n const pipelineFactory = PipelineFactory.getDefaultPipelineFactory(this.device);\n const {pipeline, getUniforms} = pipelineFactory.createRenderPipeline({\n ...this.props,\n vs: this.vs,\n fs: this.fs,\n topology: this.topology,\n parameters: props.parameters,\n layout: props.layout\n });\n\n this.pipeline = pipeline;\n this._getModuleUniforms = getUniforms;\n\n if (this.props.geometry) {\n this._setGeometry(this.props.geometry);\n }\n this.setUniforms(this._getModuleUniforms()) // Get all default module uniforms\n this.setProps(this.props);\n }\n\n destroy(): void {\n this.pipeline.destroy();\n }\n\n draw(renderPass?: RenderPass): this {\n this.pipeline.draw({\n renderPass,\n vertexCount: this.vertexCount,\n instanceCount: this.props.instanceCount\n });\n return this;\n }\n\n setProps(props: ModelProps): this {\n if (props.indices) {\n this.setIndexBuffer(props.indices);\n }\n if (props.attributes) {\n this.setAttributes(props.attributes);\n }\n if (props.bindings) {\n this.setBindings(props.bindings);\n }\n if (props.uniforms) {\n this.setUniforms(props.uniforms);\n }\n if (props.moduleSettings) {\n this.updateModuleSettings(props.moduleSettings);\n }\n return this;\n }\n\n updateModuleSettings(props: Record<string, any>): this {\n const uniforms = this._getModuleUniforms(props);\n this.setUniforms(uniforms);\n return this;\n }\n\n setIndexBuffer(indices: Buffer): this {\n this.pipeline.setIndexBuffer(indices);\n // this._indices = indices;\n return this;\n }\n\n setAttributes(attributes: Record<string, Buffer>): this {\n this.pipeline.setAttributes(attributes);\n Object.assign(this.props.attributes, attributes);\n return this;\n }\n\n /** Set the bindings */\n setBindings(bindings: Record<string, Binding>): this {\n this.pipeline.setBindings(bindings);\n Object.assign(this.props.bindings, bindings);\n return this;\n }\n\n setUniforms(uniforms: Record<string, any>): this {\n this.pipeline.setUniforms(uniforms);\n Object.assign(this.props.uniforms, uniforms);\n return this;\n }\n\n _setGeometry(geometry: Geometry): void {\n // this._deleteGeometryBuffers();\n\n const geometryBuffers = getAttributeBuffersFromGeometry(this.device, geometry);\n this.setAttributes(geometryBuffers);\n\n const indexBuffer = getIndexBufferFromGeometry(this.device, geometry);\n if (indexBuffer) {\n this.setIndexBuffer(indexBuffer);\n }\n }\n}\n\n/** Create a shader from the different overloads */\nfunction getShaderSource(device: Device, shader: string | {glsl?: string; wgsl?: string}): string {\n // TODO - detect WGSL/GLSL and throw an error if not supported\n if (typeof shader === 'string') {\n return shader;\n }\n\n switch (device.info.type) {\n case 'webgpu':\n if (shader?.wgsl) {\n return shader.wgsl;\n }\n throw new Error('WebGPU does not support GLSL shaders');\n\n default:\n if (shader?.glsl) {\n return shader.glsl;\n }\n throw new Error('WebGL does not support WGSL shaders');\n }\n}\n"],"file":"model.js"}
@@ -1,14 +0,0 @@
1
- import type { DeviceProps } from '@luma.gl/api';
2
- import type { AnimationProps } from '../lib/animation-props';
3
- import { AnimationLoop } from './animation-loop';
4
- /**
5
- * Minimal animation loop that initializes models in constructor
6
- * Simplifying type management
7
- * v9 API
8
- */
9
- export declare abstract class RenderLoop {
10
- constructor(animationProps?: AnimationProps);
11
- /** Instantiates and runs the render loop */
12
- static run(RenderLoopConstructor: typeof RenderLoop, deviceProps?: DeviceProps): AnimationLoop;
13
- }
14
- //# sourceMappingURL=render-loop.d.ts.map
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